Current sales News My Tracked Assets Login
Pooled Audio Event System preview
Unity

Pooled Audio Event System

By STL Dynamics

$19.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $15.99. The latest store price is $19.99.

Recorded prices for Pooled Audio Event System 7 price observations from Jun 16, 2026 to Oct 31, 2026. Lowest recorded price $15.99. Exact dates and prices are listed below. $0.00 $20.00 $40.00 Jun 16, 2026: $28. Unity New Release Discount 2026-06-16 2026-06-30 Jun 16, 2026: $28. Unity New Release Discount 2026-06-16 2026-06-30 Jun 19, 2026: $40. Unity First Price 2026-06-19 2026-06-26 Aug 15, 2026: $27.99. Unity Permanent Decrease 2026-08-15 2026-08-22 Sep 5, 2026: $15.99. Unity Permanent Decrease 2026-09-05 2026-09-12 Sep 25, 2026: $19.99. Unity Permanent Increase 2026-09-25 2026-10-02 Oct 31, 2026: $19.99. Latest store price Jun 16, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 7 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$19.99Latest store price
$19.99Unity Permanent Increase 2026-09-25 2026-10-02
$15.99Unity Permanent Decrease 2026-09-05 2026-09-12
$27.99Unity Permanent Decrease 2026-08-15 2026-08-22
$40Unity First Price 2026-06-19 2026-06-26
$28Unity New Release Discount 2026-06-16 2026-06-30
$28Unity New Release Discount 2026-06-16 2026-06-30

Sale and bundle history

The 6 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Pooled Audio Event System

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
Pooled Audio Event System is a practical, event-driven audio toolkit for Unity projects that need clean, scalable gameplay audio without placing AudioSources on every object.

Instead of scattering AudioSources across your scene, define reusable SoundEvent assets, route playback through a centralized pooled manager, and keep your audio under control with distance culling, voice limits, loop virtualization, mixer buses, and clean debugging tools.

This package is designed for real gameplay scenarios: open-world games, survival games, shooters, AI crowds, vehicles, traffic systems, UI-heavy projects, city sandboxes, action games, and any project where many objects may try to play sound at once.

What Does It Do?
Unity AudioSources are useful, but large gameplay scenes can quickly become messy:
• Too many objects with AudioSources
• Too many sounds playing at once
• Looped sounds wasting sources while far away
• Distant sounds playing when nobody can hear them
• Repetitive audio setup across prefabs
• Hard-to-debug audio spam from AI, physics, crowds, weapons, vehicles, or UI

Pooled Audio Event System solves that by moving sound behavior into reusable SoundEvent assets and routing playback through a managed pool.

Core Concept
The system is built around three main parts:
1. SoundEvent: A ScriptableObject that defines what a sound is and how it should behave.
2. PooledAudioManager: A central manager that leases, reuses, virtualizes, and releases pooled AudioSources.
3. SoundEventPlayer: An optional AudioSource-style wrapper for users who prefer component-based workflows.

Core Features
- SoundEvent Assets: Create reusable audio definitions with clips, volume ranges, pitch ranges, bus routing, 3D settings, culling, caps, loop behavior, and distance variants.
- Pooled AudioSources: AudioSources are leased only when needed and returned to the pool when finished. Idle pooled sources are disabled automatically to keep the hierarchy clean.
- 2D and 3D Playback: Play global UI sounds, positional gameplay sounds, force 2D playback when needed, or let SoundEvents decide.
- Voice Limits: Prevent audio spam by limiting how many instances of a SoundEvent can play at once. Perfect for AI crowds, horde enemies, footsteps, impacts, weapons, and repeated UI sounds.
- Distance Culling: Skip positional sounds that are too far away to matter. This helps keep large scenes clean and avoids wasting pooled sources.
- Distance Layers: Positional SoundEvents can choose different clip sets based on listener distance (near, mid, far). Each layer can define its own distance range, clips, volume multiplier, pitch multiplier, and optional mixer group override.
- Loop Virtualization: Looped sounds can stay logically tracked while out of range, then reactivate when they come back into range and pass voice/pool limits.
- Transform Following: One-shots and loops can follow moving transforms. Useful for characters, vehicles, weapons, creatures, alarms, projectiles, and moving emitters.
- Mixer Bus Routing: Route events through Music, SFX, UI, Gameplay, and optional extra buses for larger projects.
- AudioSource-Style Wrapper: Use SoundEventPlayer if you want familiar calls like Play, PlayOneShot, PlayLoop, Stop, Restart, Toggle, Mute, and more.
- Runtime Debug Stats: Track active sources, pool size, active loops, virtualized loops, and skipped requests.
- Polished Inspectors: Custom inspectors for SoundEvent, SoundEventPlayer, and PooledAudioManager make the system easier to read, configure, and debug.
- Optional FishNet Multiplayer Support: Includes optional FishNet integration for synchronized gameplay audio across multiplayer clients. Server-authoritative one-shots can be replicated to observers or targeted to specific players, while tracked loops can synchronize playback state, position, volume, pitch, mute state, and stopping across the network.

Included Demo Content
The package includes demo scenes that show practical usage patterns, including 2D/UI audio playback, 3D positional playback, distance culling behavior, distance layer behavior, loop virtualization, mixer volume slider setup, SoundEventPlayer component workflow, FPS-style footstep and movement audio examples, and voice-limit stress examples.

Unity price last checked .

Prices and availability may change.